Fallout Tactics: Brotherhood of Steel

aka: Fallout Tactics: BoS, Fallout Tactics: Bratrstvo oceli, Fallout Tactics: Die stählerne Bruderschaft
Moby ID: 3552

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Critic Reviews add missing review

Average score: 79% (based on 35 ratings)

Player Reviews

Average score: 3.5 out of 5 (based on 93 ratings with 10 reviews)

All combat and tactics, no strategy, some extremely bad interface design... at times tedious

The Good
Plenty of lattitude in character design, almost all the traits, perks, and skills require some sort of tradeoff. The wide variety of weapons and ammo available can be overwhelming... There are DOZENS of weapons in the game... From spears and throwing knifes all the way up to rocket launcher and gauss gatling gun, and each of them have different pros and cons. The graphics are quite detailed and interesting. Availability of both "real-time" vs. "turn-based" combat modes is good.

The Bad
The sheer number of weapons makes choosing the right one quite difficult. Tradeoff among the different character decisions are unclear at times. The bartering interface needs a LOT of work, as it's extremely cumbersome. Inventory management is a REAL PAIN. Graphics have occasional glitches that distracts from the overall detailed look. Random encounters can become quite tedious as it gets extremely repetitive. The plot encounters can be extremely long as you're essentially forced to travel every corner or the map (though the map designers tried their best to provide multiple paths in some of the maps). The story does not really fit into the Fallout universe according to Fallout "purists"

The Bottom Line
Fallout Tactics is essentially The tactical combat of Fallout, strapped to a random mission generator and a overall plot that spans 20 campaign missions, with updated graphics. For those of you who haven't played Fallout, think XCOM with a ton more weapons and no research, with possibility to improve your characters in more detailed manners.

I have NOT played the two Fallout RPGs, so I would not know how faithful the game is to the universe. This review, in any case, is about FOT itself.

The graphics of FOT is quite good... For a 2D isometric viewpoint game. However, it has several glitches here and there that distracts from the details. The nitty-gritty look is good, but then you realize a lot of the maps are identical. It also has problem handling multiple levels, as it struggles to redraw just the objects that are visible from your viewpoint. It has problem handling slopes and how to render vehicles on a slope. The tiled-look is quite obvious on slopes as characters don't walk down smoothly... They walk a bit, fall down a bit, and so on.

The sound and music are average and adequate, nothing special to them.

The tactical missions are quite impressive. The interface is VERY similar to the XCOM, except you can't reserve "action points". Instead, you must reserve ALL action points for "overwatch" mode where the chanacters will shoot if they see a target with good chance of hitting. You can do unarmed, melee (hand-to-hand), small guns, big guns, traps, mines, grenades and thrown weapons, and more.

The tactical approach are varied and is all up to you. Do you do a frontal assault? Sneak through the backdoor? Clear the room with shotgun or go for sniper attack? How about lure enemy into ambush or minefield? There are even some maps where you can sneak through tunnels and perhaps hit the enemy from behind. There are even a mission or two where you need to rescue hostages and defend a town from attack.

A lot of the equipment comes from salvage after battles, and the process can be quite tedious, as you must manually salvage individual bodies for leftover ammo, drugs, weapons, and so on. An "auto-salvage" like XCOM is sorely needed.

Some parts of the game are quite automatic while other parts requires too much hands-on. One of the activity in the game is barter with the various merchants and the BOS Quartermaster (who's in charge of all the equipment), and he drives a VERY hard bargain. To afford some of the fancier items, expect to find and give up a LOT of weapons, and the prices are dependent on the negotiator's bartering skill. So you end up transferring a LOT of equipment around. You basically end up using other characters as mules, as they haul the surplus to the quartermaster's room, then transfer all the equipment to the designated negotiator (who has the highest barter skill), and let the negotiator do the dealing. Then you need to redistribute the equipment (that you choose to buy from the quartermaster). Repeat for the medical officer (who sells drugs and first-aid related supplies)... And perhaps other merchants that you run across. Don't be surprised if you end up spending 30 or more minutes just to manage inventory at every visit back to the bunker. A far more streamlined bargaining process is needed.

The actual combat is quite well done, as the variety of weapons, who can use what, and so on. As new equipment become available (both on the field and in the bunker) and you struggle to afford them, and constantly changing ammo situation forces you to switch weapons, you'll develope a nice stash of weapons and matching ammo. The tactical line of sight is important, as scouts are needed to locate the enemy, and proper tactics used to flush the enemy out of cover. Most enemies use cover effectively, though they don't really attack you. Most of the time you're on the offensive as you simply clear the entire map of enemy presence. This makes a lot of missions quite tedious as you move carefully from corner to corner, maintaining overwatch and firing lanes to prevent friendly fire, only to find nothing there.

Some times the battle sure gives you a great sense of satisfaction. In one engagement, I need to kill three bandits in the first burst without them raising the alarm to the rest of the compound. I decided to sneak three people near them (they're behind a bar), then have all three pop-up, weapons blazing at point-blank range. When your plan unfolds perfectly, and the three bandits fell to the floor, spraying blood all over, perforated with bullets and birdshot, you sure felt as if you accomplished something.

The game also left the final ending up to you... There are actually FOUR different endings, depending on what you chose at the very end.

All in all, Fallout Tactics is NOT a classic. It is a very decent isometric squad tactical combat game with a random mission generator and some plot missions. It reminds me a lot of XCOM, but some of the interface issues needs serious work, and thus, it is only an average title overall. If you need your XCOM fix, give Fallout Tactics a try.

Windows · by Kasey Chang (4598) · 2002

Great until the final missions.

The Good
I don't care if Fallout Tactics isn't Fallouty.

I don't care that Fallout Tactics isn't an RPG.

Most people seem to care a great deal about those two areas. Fallout Tactics is a squad-based strategy game set in the Fallout universe. It takes place between the first and second games, but takes place in the Midwest rather than the West Coast. While not an RPG, FT does use the SPECIAL attribute system and the other RPG devices used in the Fallout games. At times, FT feels like it could be an RPG, with your squad acting as a party, but the linear design and lack of conversation options will remind you that this is a combat centered game.

FT supports three modes of gameplay. A turn-based mode similar to the original games, a squad turn-based mode (where all your members move then the enemies move), and a real-time mode called the continuous turn-based mode. Each method has its advantages, the turn-based mode allows for complete control over your squad while the real-time mode makes for white knuckle game playing.

There are 20 primary missions in FT and they show some variation early on in the game. One mission has your squad escorting a supply vehicle down a sniper alley, another one has you defending a town. The best mission involves a series of hostage rescues which must be carried out covertly or the enemies will sound an alarm.

Fallout Tactics preserves the wide range of weaponry and armor, it favors combat centered characters, although you'll want a medic along most missions. They also have a number of vehicles. Sadly, only a few levels actually allow for vehicle use, usually they only help in getting around the map faster.

The Bad
I loved the early part of the game and disliked the end. At the beginning, you can only withstand a few hits. Caution and stealth are rewarded, once you get towards the end of the game, your characters are basically tanks. Enough shots will kill them, but it's rare. Level design reflects this too. Early missions are varied, later missions are all about combat. Early missions seem to have more avenues towards completion, but end levels are extraordinarily linear. My biggest complaint is that missions never deviate from what is stated in the briefing. Some games (Tie Fighter comes to mind) had missions that varied wildly from the briefing, you had to use your best judgment and play it by ear, not here.

Squad members are personalized by portraits, but don't have any personality. At least in the earlier Fallout games they used floating text to communicate. Because they aren't personalized, it really doesn't matter which ones you pick. Even the nonhuman characters that open up don't matter. Mech Commander, flawed as it was, personalized the characters with animated faces and messages. Also, while in turn-based mode, you have complete control, there is no control in real-time. Fallout 2 had a customizable combat option of members of your party, I wished that I could have told Jax to stop hitting me with the damn Uzi. Also it would have been nice if they had the initiative to heal themselves or switch weapons if they ran out of ammo.

RANTS

Bandaging isn't funny! Performing first aid a lot does NOT turn people into mummies.

Enough with the random encounters! I would have loved to have adjusted the frequency of random encounters.

Four endings is nice, but getting the best ending is so hard I consider it a major bug!

WORST MANUAL EVER! Fallout games should at least have kick ass manuals. This one sucked. Cheaply made, lacks vital information, and has many typos (as the in-game text has too). "Levle 9"?

SPECIAL NOTE- The game has a tough guy option that gets rid of in-mission saves in return for much more experience. While missions are very long, I can see using this option for all the extra xp BUT this game tends to crash so keep that in mind if you choose that option.



The Bottom Line
Bottom line, Fallout Tactics is mostly good, and well worth the $20 I paid for it. It isn't an RPG, but were you pissed when LucasArts released Dark Forces instead of another X-Wing game?

Oh, get the latest patch (God help you if you need the 80 meg one) the game will still be buggy, but at least it's playable.

Windows · by Terrence Bosky (5397) · 2005

It's buggy and it falls a little short, but it works for me.

The Good
Let's see, I think one of the real good things you can say about this game is that it really manages to capture the Fallout feel. It doesn't feel like a forced spin-off, and it plays like a legitimate member of the family. The cursing is there, the black humor is there, the wasteland is there, essentially everything is back and it is all good. The wastelands are now seen under a higher resolution engine which gives much more detail to the gruesome post-apocalyptic cities and towns, and it's shady cast of characters who now come in much more varieties and colors with newer music and great sounds. Clearly the npc interaction is not as important as in previous games, so that aspect of the game is somewhat toned down, but what little there is, makes you feel like you are "in there" just like in the previous games.

The game has a well laid pace, and a balanced learning curve which slowly introduces each aspect of the game as missions go by. And whenever you do play a mission the battles can get really exciting when your squad faces hordes of enemies and you are forced to think of different ways in which to deploy your squad members. The amount of options and control you can have over your squad is quite impressive, especially under ITB, and it gives you a feeling of real satisfaction when you take out a bunker with the combined forces of a pincer attack or luring your enemies to a cleverly made ambush with the consequently gory results. This is not really new, since such things have been seen since the days of X-Com and Jagged Alliance, but the scale of the battles have never been like this, and the detail and destruction never looked better. The rpg element is quite fun to toy around with, since it makes it possible to get those seemingly stupid perks and options you never did before afraid of wasting exp. Now, you can have a fully thief-like character without worries, since you can complement it with a war machine-like character anytime.

As far as I'm concerned the game is immersive, fun, has a nice story (with several endings) and is an engrossing post-apocalyptic experience. Really a worthy addition to the Fallout series.

The Bad
Well for starters it's buggy. I think this is a tired subject since everybody knows how the industry treats the games nowadays (release it when it's profitable to do so and patch it up later) but really the Q&A boys at Interplay deserve a kick in the balls for this one. Even after the final 1.27 patch the game is prone to occasional crashes and slowdowns, heck I ran the thing on a 550 Mhertz CPU with 194 megs of ram and a Geforce2 MX and the thing kept giving me choppy scrolling and animations whenever things got a little crowded...It really pisses me off how they treated this game.

But well, moving on, the only big gripes I have with the game design-wise, is the fact that it doesn't really take advantage of all the features it boasts. Sure, you can have mutants, robots and ghouls in your squad. But you can be nothing but a human. Sure, you can use vehicles around the map, but not so in 90% of the missions. Sure, the game throws some subquests and bonus thingies at you every now and then, but the game is completely linear and your behavior doesn't have a lasting impact on the game (I really hated that you didn't have a rundown of how you affected each town and location based on your actions like in the originals), etc., etc.. See what I mean? The game has all the stuff to propell it to stardom, but makes no use of most of them, essentially falling short of what it could have been. Also the game has a serious lack of variety. I know the combat is good and all, but every mission can be summed under one type: assault. Go that place, kill every enemy, achieve objective, return home. There are variations thrown into that, but that's as far as it goes. You won't find any espionage mission, any ambush mission, nothing, zip, nada. Plus I really hated it that you can't return to a mission location and see what changes have occurred due to your actions, all that's different in the towns is the corpses lying around.

Since we are in the "bad" I should mention that the bundled editor is nice and all, but really misses the point. It is cool to have a powerful editing tool available, but if in order to use it you have to make a part-time job out of it then it ceases to be fun. Only the hardcore "mod-ers" will dig into this feature and the rest of us will have to learn C++ and enough programming lingo to become John Carmack the 2nd in order to fulfill the time-honored tradition of crafting a level based on our local mall.

The Bottom Line
Fallout:Tactics is a good game, it is worthy, engrossing, with lots of neat features and a great sense of style. However, a series of crappy design decisions prevent it from attaining the gaming Nirvana the previous Fallouts have and make it look like the black sheep of the family. But make no mistake, it is IN the family, and that means a lot.

Windows · by Zovni (10504) · 2001

A decent tactical game in the Fallout world, but limited in role-playing potential and not to be confused with the original RPGs

The Good
Overall, the combat system worked, the battles were interesting, and the "flavor' of the Fallout world was mostly maintained.

The Bad
The story puts a very different twist on the Fallout world. It doesn't break continuity with the original RPGs, but it changes directions radically. The BOS in the first game was heroic, in the second enigmatic but helpful, in the third fascist. It's a jarring change that wasn't necessary.

Although much is made of the ability to have Supermutants, Deathclaws, and Robots on your team, these are available so late in the game, and have such severe limitations, that it's not really practical to use them.

The SPECIAL system was designed for RPGs, and has some flaws for a tactical game. Reusing code by replacing Speech with Driving only made this worse.

Driving vehicles would have been a neat feature if it had worked, but between bugs and bad design decisions the only viable tactic is to bail out as soon as you enter a combat map. Even the missions that focus on recovering a vehicle are best approached by neutralizing all opposition before attempting to get the vehicle out.

The Bottom Line
Taken on its own, a decent but not great tactical game with a strategic layer and background story. Given the Fallout name, sorely disappointing in story and role-playing.

Windows · by weregamer (155) · 2003

A good, but far from perfect, continuation of the Fallout universe.

The Good
Fallout Tactics is easy to learn, especially if you're already familiar with the combat system (which is a slightly expanded version of the one used in Fallout and Fallout 2). The learning curve is balanced just right, just steep enough that you have to work to complete each mission, but not so difficult that you have to constantly restore and try again. The emphasis on tactical combat, while retaining the RPG elements from the first two games, keeps the play fresh.

Where the game really shines is in the area of intangibles: the ability to thoroughly immerse the player in a post-nuclear Midwestern world, to the extent that you merge yourself with the game. I found myself making up little back-stories and personality quirks for all my squad members. The AI is random enough that you don't get the same behavior every time, which can give your heroes all kinds of cool stories to tell their buds back at the base: Like the time Stein, my sniper, was really badly wounded, and probably would have died if the raider'd gotten off another shot, but then Keith my medic (who's normally a miserable shot) hit dead-on, saving his life. Or the time Farsight ducked just in time and the rocket went over her head and hit a group of enemies behind her. It has the same open-endedness as the original Fallout RPGs. There are no "right" or "wrong" choices. THAT'S immersion done right. Fallout Tactics OOZES with intangibles.

Using vehicles in combat is particularly fun, especially if you try to run down enemy raiders.

The Bad
The bugs. 1.25 is the minimum acceptable version for playing. Anything less, you'll want to download the patch Interplay has at their site. Even so, it's still prone to occasional screen glitches, random crashes, and long delays that make you wonder why it's pounding the disk so hard. I thoroughly agree with the previous reviewer who said Interplay shoved the game out the door about a month too early. It shows, and it hurts my overall impression. Game publishers, are you listening?

Also, the AI is a bit uneven. Most of the time it's good, but the enemies usually behave the same way (blindly attacking). Only rarely will they use any sort of strategy, such as trying to sneak up on you. Sometimes the AI exhibits outright stupidity, like the raider who blows himself to pieces with his own grenade. Also, enemies only react when you're close enough that they can see or hear you. They don't really patrol the area actively looking for intruders, which mars the realism a bit.

I also had some trouble getting used to the continuous turn-based mode, and found my characters dying before I had much of a chance to react. Unless you're a keyboard god and can master switching between six characters while keeping track of what they're all doing, you may prefer the individual turn-based mode, which is more like the RPGs. CTB is great fun with the vehicles, though.

The Bottom Line
Fallout Tactics is overall a very good real-time strategy / combat game with some nice RPG elements, and a welcome departure from all the fantasy and historical titles out there. It's a great game for people who like to really get into their games, but be prepared to have the illusion shattered every now and then with a GPF message.

Windows · by Ye Olde Infocomme Shoppe (1674) · 2001

A fairly good continuation of the Fallout Series.

The Good
This grime, continuing in the tradition of Fallout 1 & 2, is gritty, grimy, and dirty (in more ways than one). Having control over an entire squad of characters enables you to realistically change the environment of the wasteland without having to play a Messionic character. The plot is fairly strong and, though it has its occasional holes, it provides a nice backdrop for splattering mutants.

The Bad
Unfortunately, you don't have as much control over your squad as might be nice some times. There is a formation system, but it falls short of being as useful as it could be. Additionally, you can go through a good 2/3 of the game and find yourself with totally inadequate characters for completing it. With some careful planning you're alright.... but the first time through can be murderously difficult without that foresight

The Bottom Line
A tactically-based combat game with just a pinch of roleplaying, Fallout : BOS is a continuation of the acclaimed Fallout series. Prepare to roll up your sleeves and do some dirty work, as you get the "opportunity" to duke it out with several mutated creatures and races of the wastelands, some of whom are smarter than others.

Windows · by Michael Miller (2) · 2001

Playable on its own merits...

The Good
If I'd picked up Fallout Tactics: Brotherhood of Steel off the shelf having never heard about the Fallout series, I would have enjoyed it immensely. The game is fast-paced, with smooth, attractive graphics, great sound effects and ambient background audio, a huge range of weapons, armors, and items, and of course the endlessly configurable Fallout SPECIAL game system, which is so involved that it makes AD&D character generation look like a third grade multiple choice math test in comparison. I could have had a great time blasting away muties and evil robots if I didn't have preset expectations. However....

The Bad
... that wasn't the case for me. I, like most people who have played this game, was an avid Fallout addict long prior to the release of Tactics, and, like most Fallout fans, was seriously let down by this sequel. The heavy emphasis on pure all-out combat, the distinct lack of RPG interaction or dialog, the paper-thin storyline and the shift away from Fallout's traditional turn-based combat leaves Tactics a real let-down for Fallout addicts and RPG fans alike. Furthermore, there seems little serious emphasis on "Tactics" whatsoever - "Fallout Assault" might have been a more apt title, since most missions are significantly easier accomplished by charging in miniguns blazing than actually utilizing any type of combat strategy.

The Bottom Line
When I bought this game, I played it for an hour or so, then put it aside in disgust. It seemed like a betrayal to the Fallout name. Months later, I dusted it off and played it again, this time trying to appreciate it on its own merits, not as a sequel to Fallout 1 & 2. And you know what? I loved it. Fallout Tactics really is an enjoyable, playable game for what it is. So long as you remember that it's not supposed to be Fallout 3, or even an RPG at all for that matter, you can have some really good fun with this one.

Windows · by Vaelor (400) · 2004

A fun combination of RPG and strategy that is marred by a general lack of polish

The Good
The strategy and RPG elements of Fallout Tactics are top notch. It is possible to create just about any character or combination of characters you ever wanted to play either single player or multiplayer. The variety of play modes (Continuous Turn-Based, Squad Turn-Based, and Individual Turn-Based) allow you to try out a lot of different playing styles. Finally, the addition of vehicles and better traps (land mines, remote detonation devices) to the game was a great enhancement to an already fun combat system introduced in the RPGs.

The Bad
The Fallout series is known as much for its glitches and bugs as for its engrossing story and distinctive characters. Fallout Tactics is no exception. Unfortunately, random crashes and a lack of polish abound, giving me the impression that the game was released a month too early. Examples of the more glaring problems include: random crashes, misspelled dialogue, and making a mission unsolvable if you don't do objectives in the "correct" order (this happened to me in Junction City).

Finally, the opening movie and cutscenes in Fallout Tactics are not nearly as fun as the movies in the previous Fallout games. This may be a minor point, but it is a shame they didn't continue the great Fallout tradition of having excellent opening movies.

The Bottom Line
Fallout Tactics is an impressive blend of an RPG and turn-based squad warfare that is a fun single or multiplayer game despite its lack of polish.

Windows · by Droog (460) · 2001

Much Steel, little Brotherhood, even less Tactics.

The Good
Having played Fallout 1 and Fallout 2, and greatly enjoyed them, I had kept on the look-out for a copy of Fallout Tactics and eventually found one in a bargain bin, sans manual alas. The lack of a manual was annoying, but the familiar interface made up for it. You soon figure out what's what, and the designers are to be commended for having stuck with what worked, with only minor changes, easily guessed without having to turn to a manual.

I had read that the game was so buggy as to be almost unplayable. Not so in my experience, and mine is version 1.13. In perhaps 20 hours of play it might have crashed four or five times on me, not enough aggravation to have me try and download the mammoth patch, an impossible task for someone like me with only a snail-pace copperwire connexion.

So there I was, happy with my purchase, eager to play.

The Bad
It takes a while to figure out the three combat modes in practice, and that the individual-turn mode is quite useless: you must spend all of an NPC's action points before you can issue your orders to another NPC.

It is exceedingly easy to make a wrong move. I discovered that in my first encounter with wasps. I clicked on the target-like icon beneath a wasp. Silly me. Instead of shooting at the wasp, I found myself running towards it. Even armed with this dearly acquired knowledge I made the same mistake again and again even against more obvious opponents. You have to watch the cursor very carefully: am I going to shoot that, or to run towards it? It is a matter of a few pixels off. And a matter of life and death. Worse: there is a dead Raider there, and you want to move there where he lies in a pool of blood. If you are not careful, if you do not pay close attention to the mouse pointer, you will likely find yourself running and looting the corpse, and wasting precious action points. Once again, death for a fistful of pixels. In the excitement of the action, who is going to engage in pixel hunting? I even managed to destroy our Hummer twice, clicking the wrong mouse button.

Keeping your NPCs in formation is also impossible but in the most trivial of circumstances and on plain terrain. For instance, I had Farsight standing behind Stitch crouching, weapons at the ready. When I instructed them to move ahead, Farsight ran ahead of Stitch! Then Stitch slowly crawled ahead of her. Another time I had Farsight, Stitch and Buffy (shades of Fallout 2!) in a room encumbered with benches. The paths they took to move to the other end of that room... rats in a maze, and very dumb rats too. Formation is not conserved either when the lead NPC goes to loot a corpse or to activate a switch. You have to manually return him or her to the proper hex. Do not even ever consider moving your squad up or down stairs or ladders, even a three-men squad. More often than not, one will end up stuck under the stairs, another half-way up, and you will have to re-group them manually.

All this makes for difficult, tedious play. I have seldom been successful in catching enemies in a cross-fire. It is all hit-and-miss pixel hunting, and you never quite have a clear knowledge of how many action points you will have left after your carefully planned move. This is unacceptable for a game that calls itself "Tactics". Soon, you find that you are often much better off trusting the computer with your moves by switching to CTB mode.

Fallout 1 and 2 suffered from incomprehensible line of sight. You had to pace to and fro past a window until you hit a line of sight that allowed you to shoot that ghoul inside. You could see the ghoul, but you could not draw a bead on it. Fallout Tactics suffers from the same flaw. Again, this is unacceptable for a game that calls itself "Tactics".

Fallout 1 and 2 had engaging NPCs. Think of Sulik and his Grampy Bone! You had many ways of dealing with each "mission", rather, each location. You could become a slaver in Den, you could... I have even seen walkthroughs were you did not kill anything, not even a rat. No such choices here. In Osceolla I was hoping to join up with Gimmon. I was thinking in terms of Fallout 1 and 2. No such opportunity here. The game is linear. No choice anywhere. You cannot even get out of a location before you have completed your mission. In Macomb you meet a Raider who offers you information in exchange for food. You have none. There is none to be had in Macomb. So what do you do? You cannot leave Macomb and get some, as you would have done in Fallout 1 and 2. When you roam the wilderness you will never, ever, come across any town. Their locations have to be revealed unto thee by General Barnaky or General Dekker when and only when thou hast completed thy assigned mission. Grotesque. And roaming the wilderness is a pain in the... yes. Random encounters galore, over which you have absolutely no control. I got so sick of it that I downloaded an editor and pumped Buffy's outdoorsman skill up to 100%. Even so, every few millimetres on the world map, I had to click "No" to every encounters. I tried hitting Escape, but the wretched thing misunderstood it as "Yes" :-(

The Bottom Line
Compared to Fallout 1 and 2? A disaster. You might enjoy it otherwise, but the only half-interesting way to play it is through the trainer by NM!LS/EYM. You don't have to resort to God mode. Ctrl-W (W for "Warp") will save you enough boring running around when, your mission completed, you have to wend your way to evacuation point. And don't forget to pump yourself up to 100% outdoorsmanship using a character editor. Otherwise you will die of anger and frustration moving from town A to town B on the world map.

Windows · by Jacques Guy (52) · 2004

Its good, but not fallout

The Good
(see bellow)

The Bad
(See bellow)

The Bottom Line
Fallout tactics is a good game, let me just say that first.

Now, to the actual review.

Fallout tactics is NOT fallout 3. It is not a RPG. it is a tactics game, based in the fallout universe.

The storyline goes, that at one stage, in order to find other civilisations, stop the eastward-headed mutants, and get rid of some brotherhood members with radically different idealogical ideas, the brotherhood sent a few airships east.

As always, nothing went to plan, and a few went off course, landing near what was once Chicargo.

Cut off from HQ, this allowed the survivors to do what they always wanted to do, radically overhaul the brotherhood into more of a police/defence force, getting fresh recruits in exchange for protection, and trading more strongly, as well as the usual mutant and vault hunting.

If you've played fallout before, the idea of Continous-turned-based may totaly turn you off the game, luckily you can switch to totaly turn-based, as each PC, or Player taking turns. I recomend Individual-turned-based just to start with, and changing modes for special occasions (switch to CTB when you arent in a battle (like when 2 computer opponents are duking it out, and squad when you are only using a couple of your entire squad. to change modes in battle, press "O", change the mode, return to the game, then end-combat if you are in TB, or press "O", change to either squad or individual, return to the gane, then press enter if you are in CTB)

So, is it any good? the answer is, yes and no.

like Fallout 2, Tatics does try and poke fun at the fallout universe, and sci-fi in general, but not nearly as strong as in fo2. Nuka-Cola has branched out into new flavors (Nuka Cola, Classic Nuka Cola, Cherry Nuka Cola, and a yellow one are all that I have found so far).

The Entire Item list has been redone. Instead of running out on a random chance, First aid kits, and Doctors bags now have a set number of uses before they run out. most food heals hitpoints (although some will take away a few attributes temporarily), the list of chems has been expanded, as have the types of stimpacks and books (including "Murdocks Tricks and Traps", and "Zen and the art of Driving").

Weapons are totaly redone. Hunting rifles now use 7.something mm ammo, .303 is now in the game (instead of all .303 weapons being "rechambered" in the other FO games), more guns, hth-weapons (including a HTH weapon that uses shotgun shells, and a whole range of gloves).

It also runs in higher resolutions (either 800x600, or 1024xwhatever), with more colours. Towns now only have one map (for better or worse), with most having many levels.

But, I dunno, it just doesnt have that fallout-rpg style feel.

Windows · by Chad Henshaw (27) · 2002

Contributors to this Entry

Critic reviews added by 666gonzo666, ryanbus84, gukker, Big John WV, Patrick Bregger, vedder, Cantillon, nyccrg, Wizo, Jeanne, Cavalary, Tomas Pettersson, Emmanuel de Chezelles, Xoleras, PCGamer77, Alsy, Alien426, ti00rki.